The Greater Comet Academy

The Comet is a herald of things of importance, normally on the field of battle.

The Greater Comet Academy was a magical academy of some repute for several centuries ago. Centered in Bynor’s western counties, it drew the talented and nobles from far and wide. While general magics were taught, the school specialized in the magics of warfare. This is more than the flashy blasts, cones, and bolts, it includes fog spells, illusions, communication, and scrying spells. In addition to the actual spell casting, it also taught mundane classes on the best way to utilize magics in a military campaign, general strategy and tactics, and command skills. Generations of True Battle Mages, battle capable wizards and mages, and military leaders passed through the battlements and keep that was the school.

However, all good things must come to an end. The School’s leaders allied themselves with a noble faction in Bynor. They “sided”, thus becoming directly involved with the Way of Thrones. This violated time honored laws and traditions, as well as violated the guild charter for the wonder works in the Central Kingdoms. Things needed to be done. The entire guild drew members from every Battle College and school of magic that could be reached. It was a near army of Mages, supported by an actual army of Grogs (Bodyguards for the Mages).

The School was violently disbanded by the guild force, which included more guild loyal and neutral Comet Seniors and Students. There was only a smoking ruin left after the four day siege.

While the school is gone, its traditions and spells have been preserved by surviving staff and students. There are now minor academies of The Comet.

Since the school had such a powerful reputation, many descendents of the school have taken to calling themselves Comet guilds and circles. They make a living as mercenary and loyalist forces.

For reasons of Comet tradition, a mage mercenary company is called a Guild, while unit (3-7 Principals, 1-3 Juniors per principal, and grogs) is called a Circle.

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People are people. They are not always reasonable. In most cases, they have very good justifications for their actions... so the masters of the school joined with the noble side, which they felt they had to... to preserve the school against the (to their opinion) unlawful upsurping side, who were going to ban mages who were not "certified" by their government (i.e. in the pocket of).

The Rest of the Guild simply followed their own laws, perhaps egged on by several masters who wanted to see the Comet School thrown down from its pedestal. Perhaps there was some wrangling at the upper guild levels about supporting or removing support from the school. Perhaps some overzelous members decided to attack the school, setting off the huge hostilities.

In short, everyone did what they thought was right. Some people did have a "hard choice", but others followed the rules they believed in. Everyone thought they were in the right, just like real life.

Oh, if there is just one mage guild, where other guild can you join. Sure you can start your own, but then the original guild will stop you simply to protect its position and monopoly over magic. Can you say 'civil war'?

It is not a simple event to be sure, but very few things really are simple... once you get to know it.

Remember: Nobody thinks they are the villian, everyone thinks they are 'the hero' or at least the protagonist of the story.

I rather like this school of magic. While only full students may be mages, I can imagine many kingdoms wanting to send non-magical generals or even princes through a semester or two to learn about magical warfare. Or alternatively, the school could send out specialist tutors for a (very high) fee.

When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,

Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir